All I'm saying is, I have seen--from canon WotC sources--stuff that indicates it does not have to happen that way. Couldn't care less beyond that.To borrow a phrase… No, they weren’t.
The 2014 PHB, page 49 states “a pact struck generations ago infused the essence of Asmodeus … into their bloodline. … the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.”
In the 2024 PHB, “Tiefling were either born in the outer planes or have ancestors who originated there.” More importantly, they “are linked by blood to a devil, demon, or other fiend.”
Call me crazy but “they, and their children, and their children’s children” and “linked by blood” sound a lot like something that can be shortened to the term I used… “descent.”
Based on the PHB canon, descent is involved. A warlock casting spells near a pregnant woman and turning her unborn child into a tiefling is your head canon.
But we are getting away from what is important here.
The important thing is:
Does a creature’s morality/alignment label arise out of its choices, or do its choices arise out of its morality/alignment label?
I would argue for outer planes denizens, which are literally created from ideals incarnated, the morality/alignment can be considered inborn.
In all other cases, the morality/alignment label arises out of the actions/choices of the creature, though the label is useful when PCs meet a mature creature since past decisions (which gave rise to the creature’s alignment label) are a good indicator of future behavior.
This does not mean behavior (and thus alignment) cannot later change. A paladin that has been lawful good for 20 years can fall a year later, and a villain that has been evil for 20 years can be redeemed. If you meet either 19 years into their career, though, giving them a LG or CE label as a shorthand for the DM is fine. Alignment, though it has recently fallen out of fashion, is a fine tool, but is not a straitjacket.
Also, even more important is taking about the alignment of sacred cows.![]()
I would argue that your opposition is a matter of desiring contrast.Perhaps surprisingly given my pretty hardline stance against always-evil species, this is great news IMO.
Well, at least for my part, I do (and always will) draw the line at liches, people who willingly became vampires, and illithids, that sort of thing.Not their fault, they are forced into it. Yadda yadda.
If people want to find issue with 'auto-enemy' they will.
"Alas, the poor Lich/Vampire, they only act by their nature!"
Rule 34, SFW corollary. "If it exists, someone's into it."If it exists, someone will be into it.
To build on this, Neverwinter will have societal prejudice against people from Luskan, regardless of species, due to the long history of bad blood between the two cities.
Hate the Luskanite because he’s a pirate who’d rob his own mother blind not because he’s an orc or a tiefling or a wererat.
What was unfair about it?
... and personally I think that one perhaps should have to think even a little bit if taking a life is warranted, even in fiction.
So to be clear, you're positing a type of creatures that are recognizably human in their functions/biology (hence why tactics which can work on humanoid creatures, such as blinding them with a bright flash or drowning them will work), and which have the same basic psychology (including a sense of self-preservation, hence fleeing when they fail a morale check), and also possess creativity and teamwork (hence the use of setting traps and flanking maneuvers), all while lacking free will, social structures, or any sort of culture, but need to be fairly numerous so as to constitute an easily-recognizable threat that's widespread throughout at least a considerable portion of the game world.The “zombies” don’t have to be literal zombies. The point of the suggestion is that they’re creatures with no independent thought or will, let alone social structures or culture to speak of. One can easily imagine fantastical creatures vulnerable to any and all of the tactics you describe that lack free will or society.
Is it fair to say that some people feel that they need clearly telegraphed enemies that can be slaughtered without second though, like the Doomguy gunning down demons?
Because, whilst there certainly can be situations where the enemies are just pretty unquestionably deserving it, I don't think it is too much to ask this to be telegraphed by the situation, by what these people have done and are about to do, rather than by their mere species or appearance.
Furthermore, I think that if we are to have a game where characters feel like real people with real feelings and real morals, then I don't think violence needs to be completely guilt free. Like even if it might be necessary and justified in the situations good people probably should not solely feel unfiltered joy when killing sentient beings.
I personally sometimes do like simple action focused stories myself, and I don't think you need evil for it. Saying evil doesn't exist doesn't mean you have to think about every opponent you come across.
Just because the swordsman in the Indiana Jones movie isn't evil by nature doesn't mean you have to wonder about his motivation and discuss his moral standing.
Most human beings enjoy violence to some extent, as long as no one actually gets hurt in the real world. This is a natural part of human nature that can be explored responsibly. It can be escapism pure and simple. This naturally begs the question I'm sure some of you are thinking, if you're not thinking of the implications all the time, what is the difference between an opponent being evil or not?
Let's take a simple example of the stereotypical evil orc game. Zoomed in, viewed encounter by encounter it may look no different weather they're evil or not.
Then near campaign's end your party gets a mcguffin that allows you to take care of the orc problem, permanently. You do it... right?
By the logic of the campaign, it's the only reasonable conclusion. Orcs are pure evil, they can only hurt everyone in the world and never be redeemed. It is the right decision, you couldn't even argue otherwise. No matter how correct this line of thinking is in the game world, for the people playing the game this can be a disturbing and dark conclusion. This is the disconnect, having true, pure evil species in a game puts you on a dark path.
I think most people can agree it's fine to kill a fly in the real world, but it's a lot less fine if someone traps and tortures the fly. Plucking it's wings off under a magifying glass to prolong it's suffering. Laughing at it and encouraging people around them to watch it twich. Likewise it's fine to have consequence free violence in a game, less fine if someone is enjoying the pain and suffering they are doing in game, and something being evil is the best excuse for this behavior. I'm sure most DM's have a line with this sort of thing and will not let it go too far, but again, having evil in the game puts you on this dark path. Even if you don't follow it yourself, it is there and it encourages you to walk further down it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.